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Migrate forward v0.5.0 into godot4 #190

Merged
merged 121 commits into from
Sep 28, 2024
Merged

Migrate forward v0.5.0 into godot4 #190

merged 121 commits into from
Sep 28, 2024

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TheDuckCow
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@TheDuckCow TheDuckCow commented Sep 22, 2024

The purpose of this branch is to bring the latest changes of the v0.5.0 release (made for Godot 3) into the godot 4 branch.

Core migration progress:

  • Automated conversion via Godot 4.3
  • Manually applying all pre-existing gd4 hints
  • Get PerformanceStressTest and Procedural Generator demo scenes working fully
  • Add new gd4 hints in parallel to the (godot 3) dev branch, in case we ever do the migration again
  • Fix the RoadPoint 3D gizmo handles for changing lane counts, currently gets mapped to the magnitude handles
  • Fix the issue with RoadContainer edges getting out of sync, and causing loads of console errors
  • A general round of feature-by-feature testing (new things might show up, but so far looking ok!)

The above items would fall under the category of things to bringing in the v0.5.0 changes to godot4 without dropping any level of functionality. But beyond that, there are preexisting priorities we could also try to address now on the godot4 branch before the alpha release:

  • Fix styling of the RoadPoint edit panel to better match the theme (buttons are hard to distinguish)
  • Reduce error console outputs during normal usage
  • Improve auto selection with newly added nodes (so just-added node is selected).

This will be merged into the godot4 branch, which could be treated as a feature branch that itself won't aim to be merged elsewhere - but on v1.0, will become the main branch.

bdog2112 and others added 30 commits December 27, 2023 20:45
Co-authored-by: Patrick W. Crawford <theduckcow@live.com>
Updated get_vehicles(). Removed logic that was not-fully implemented.
Improve auto and manual conversion to godot 4
Might be creating conflicts when shifting between scenes
Fixed invalid index check and more gd4 hinting
…cases

Improved undo/redo of RoadPoint edit panel's add next/prior rp
Adding RoadLaneAgent icon and inserting into Roads add menu
Updated order to also clarify where development exists for different
branches.
Revamped the readme page to include animated visuals of features
This branch is not yet functional, this essentially represents the base
diff for what was previously discovered.
With this, the performance and procedural demo scenes are working again.
More work remains to eliminate the large number of error popups that
occur, relating to the container edges getting out of sync.
@TheDuckCow TheDuckCow marked this pull request as draft September 22, 2024 06:12
@TheDuckCow TheDuckCow linked an issue Sep 22, 2024 that may be closed by this pull request
leems-dreems added a commit to leems-dreems/car-driver that referenced this pull request Sep 22, 2024
Upgrade to [this version](TheDuckCow/godot-road-generator#190) of the Road Generator addon.
@TheDuckCow
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Made a bunch of progress, tomorrow will see if I can finally turn this into a formal release.

@TheDuckCow TheDuckCow marked this pull request as ready for review September 28, 2024 21:18
@TheDuckCow
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I've done a general round of acceptance testing and, things seem in a good enough state to release - we do have some annoying console errors still, but I've reduced it some and they still seem to not have really negative consequences in the end. Documented here: #193

@TheDuckCow
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Minor fix and more interesting variation added into the procgen scene (showing off height changes, it's a little trippy though!). Merging this now, expecting to create the first formal library release off of this once in dev (will need to re-check features briefly though).

@TheDuckCow TheDuckCow merged commit 8b9c2b5 into godot4 Sep 28, 2024
@TheDuckCow TheDuckCow deleted the v050-to-godot4 branch September 28, 2024 22:59
@TheDuckCow TheDuckCow added this to the v0.5.1 milestone Sep 29, 2024
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Migrate to Godot 4 with v1.0
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